会员可以在此提问,百战程序员老师有问必答
对大家有帮助的问答会被标记为“推荐”
看完课程过来浏览一下别人提的问题,会帮你学得更全面
截止目前,同学们一共提了 132370个问题

#coding=utf-8
"""
新增功能:
     完成我方坦克发射子弹(多上官网查看资料)
"""
import pygame,time,random
screen_width=700     #screen:屏  width:宽度
screen_height=500         #height:高度
bg_color = pygame.Color(0,0,0)  #0,0,0代表黑色
text_color = pygame.Color(255,0,0) #255,0,0代表红色  #ff0000也代表红色
class MainGame():
    window = None  #类对象 窗口对象 初始化值为空
    my_tank = None
    # 存储敌方坦克的列表
    enemyTankList = []
    # 定义敌方坦克的数量
    enemyTankCount = 5   #Count:计数、数
    # 存储我方坦克的列表
    myBulletList = []
    def __init__(self):
        pass
    # 开始游戏
    def startGame(self):
        # 加载主窗口
        # 初始化窗口
        pygame.display.init()
        # 设置窗口的大小及显示
        MainGame.window = pygame.display.set_mode([screen_width, screen_height]) # 窗口的设置使用当前window变量
        # 初始化我方坦克
        MainGame.my_tank = Tank(350,250)
        # 初始化敌方坦克,并将敌方坦克添加到列表中
        self.createEnemyTank()
        # 设置窗口的标题
        pygame.display.set_caption("坦克大战1.03")
        while True:
            # 使坦克移动的速度慢一点
            time.sleep(0.02)
            # 给窗口设置填充色
            MainGame.window.fill(bg_color)
            # 获取事件
            self.getEvent()
            # 绘制文字
            MainGame.window.blit(self.getTextSuface("敌方坦克剩余数量%d"%len(MainGame.enemyTankList)),(10,10))
            # 调用坦克显示的方法
            MainGame.my_tank.displayTank()
            # 循环遍历敌方坦克列表,展示敌方坦克
            self.blitEnemyTank()
            # 循环遍历我方坦克的子弹
            self.blitMyBullet()
            # 调用移动方法
            # 如果坦克的开关是开启,才可以移动
            if not MainGame.my_tank.stop:
                MainGame.my_tank.move()
            # 显示屏幕
            pygame.display.update()  # 屏幕一直显示 update:更新
    # 初始化敌方坦克,并将敌方坦克添加到列表中
    def createEnemyTank(self):    #create:创造
        top = 100
        # 循环生成敌方坦克
        for i in range(MainGame.enemyTankCount):
            left = random.randint(0,600)
            speed = random.randint(1,4)
            enemy = EnemyTank(left,top,speed)
            MainGame.enemyTankList.append(enemy)
    # 循环遍历敌方坦克列表,展示敌方坦克
    def blitEnemyTank(self):
        for enemyTank in MainGame.enemyTankList:
            enemyTank.displayTank()
            enemyTank.randMove()
    # 循环遍历我方子弹存储列表
    def blitMyBullet(self):
        for myBullet in MainGame.myBulletList:
            myBullet.displayBullet()

    # 结束游戏
    def endGame(self):
        print("游戏结束,欢迎再次使用")
        exit()                     #exit:退出
    # 左上角文字的绘制
    def getTextSuface(self, text):
        # 初始化字体模块
        pygame.font.init()
        # 查看所有字体
        #print(pygame.font.get_fonts())
        # 获取字体Font对象
        font = pygame.font.SysFont("kaiti",18)
        # 绘制文字信息
        textSuface = font.render(text, True, text_color)
        return textSuface
    # 获取事件
    def getEvent(self):
        # 获取所有事件
        eventList = pygame.event.get()  #eventList:事件列表
        # 遍历事件
        for event in eventList:
            # 判断按下的键是关闭还是键盘按下
            # 如果按的是退出,则关闭窗口
            if event.type == pygame.QUIT:
                self.endGame()
            # 如果是键盘的按下
            if event.type == pygame.KEYDOWN:  # KEYDOWN:按下
                # 判断按下的是上、下、左、右(键)
                if event.key == pygame.K_LEFT:
                    # 切换方向
                    MainGame.my_tank.direction = "L"
                    # 修改坦克的开关状态
                    MainGame.my_tank.stop = False
                    #MainGame.my_tank.move()
                    print("按下左键,坦克向左移动")
                elif event.key == pygame.K_RIGHT:
                    # 切换方向
                    MainGame.my_tank.direction = "R"
                    # 修改坦克的开关状态
                    MainGame.my_tank.stop = False
                    #MainGame.my_tank.move()
                    print("按下右键,坦克向右移动")
                elif event.key == pygame.K_UP:
                    # 切换方向
                    MainGame.my_tank.direction = "U"
                    # 修改坦克的开关状态
                    MainGame.my_tank.stop = False
                    #MainGame.my_tank.move()
                    print("按下上键,坦克向上移动")
                elif event.key == pygame.K_DOWN:
                    # 切换方向
                    MainGame.my_tank.direction = "D"
                    # 修改坦克的开关状态
                    MainGame.my_tank.stop = False
                    #MainGame.my_tank.move()
                    print("按下下键,坦克向下移动")
                elif event.key == pygame.K_SPACE:
                    print("发射子弹")
                    # 创建我方坦克发射的子弹
                    myBullet = Bullet(MainGame.my_tank)
                    MainGame.myBulletList.append(myBullet)

            # 松开方向键,坦克停止移动,修改坦克的开关状态
            if event.type == pygame.KEYUP:
                # 判断松开的键是上、下、左、右时候才停止坦克移动
                if event.key == pygame.K_UP or event.key == pygame.K_DOWN or event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    MainGame.my_tank.stop = True

class Tank():
    # 添加距离左边left,距离上边top
    def __init__(self,left,top):
        # 保存加载的图片
        self.images = {
            "U":pygame.image.load("imgs/p1tankU.gif"),
            "D":pygame.image.load("imgs/p1tankD.gif"),
            "L":pygame.image.load("imgs/p1tankL.gif"),
            "R":pygame.image.load("imgs/p1tankR.gif"),
        }
        # 方向
        self.direction = "U"   # direction:方向   坦克默认方向朝上
        # 根据当前图片的方向获取图片 Suface
        self.image = self.images[self.direction]
        # 根据图片获取区域
        self.rect = self.image.get_rect()
        # 设置区域的left和top
        self.rect.left = left
        self.rect.top = top
        # 速度 决定移动的快慢
        self.speed = 5   # speed:速度
        # 坦克移动的开关
        self.stop = True

    # 移动
    def move(self):
        # 判断坦克的方向进行移动
        if self.direction == "L":
            if self.rect.left>0:           #我方坦克优化
                self.rect.left -= self.speed
        elif self.direction == "U":
            if self.rect.top>0:            #我方坦克优化
                self.rect.top -= self.speed
        elif self.direction == "D":
            if self.rect.top+self.rect.height<screen_height:
                self.rect.top += self.speed
        elif self.direction == "R":
            if self.rect.left+self.rect.height<screen_width:
                self.rect.left += self.speed
    # 射击
    def shot(self):
        pass
    # 展示坦克的方法
    def displayTank(self):    #display:显示、展示
        # 获取展示的对象
        self.image = self.images[self.direction]
        # 调用blit方法展示
        MainGame.window.blit(self.image, self.rect)
# 我方坦克
class MyTank(Tank):
    def __init__(self):
        pass

# 敌方坦克
class EnemyTank(Tank):
    def __init__(self,left,top,speed):
        # 加载图片集
        self.images = {
            "U":pygame.image.load("imgs/enemy1U.gif"),
            "D":pygame.image.load("imgs/enemy1D.gif"),
            "L":pygame.image.load("imgs/enemy1L.gif"),
            "R":pygame.image.load("imgs/enemy1R.gif"),
        }
        # 方向,随机生成敌方坦克的方向
        self.direction = self.randDirection() # rand:随机函数,随机生成
        # 根据方向获取图片
        self.image = self.images[self.direction]
        # 区域
        self.rect = self.image.get_rect()
        # 对left和top进行赋值
        self.rect.left = left
        self.rect.top = top
        # 速度
        self.speed = speed
        # 移动开关
        self.flag = True
        # 新增加一个步数变量 step
        self.step = 60        # step:步子、步数

        # 随机生成敌方坦克的方向
    def randDirection(self):
        num = random.randint(1,4)  #random:随机的。首先需调用random库,其次调用randint方法来生成随机数
        if num == 1:
            return "U"
        elif num == 2:
            return "D"
        elif num == 3:
            return "L"
        elif num == 4:
            return "R"
    # 敌方坦克随机移动的方法
    def randMove(self):
        if self.step<=0:
            # 修改方向
            self.direction =self.randDirection()
            # 让步数复位
            self.step = 60
        else:
            self.move()
            # 让步数递减
            self.step-=1

# 子弹类
class Bullet():
    def __init__(self, tank):
        # 加载图片
        self.image = pygame.image.load("imgs/enemymissile.gif")
        # 坦克的方向决定子弹的方向
        self.direction = tank.direction()
        # 获取区域
        self.rect = self.image.get_rect()
        # 子弹的left和top与方向有关
        if self.direction == "U":
            self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
            self.rect.top = tank.rect.top - self.rect.height
        elif self.direction == "D":
            self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
            self.rect.top = tank.rect.top + self.rect.height
        elif self.direction == "L":
            self.rect.left = tank.rect.left - tank.rect.width / 2 - self.rect.width / 2
            self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2
        elif self.direction == "R":
            self.rect.left = tank.rect.left + tank.rect.width
            self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2
        # 子弹的速度
        self.speed = 6
    # 移动
    def move(self):
        pass
    # 展示子弹的方法
    def displayBullet(self):
        # 将图片Suface加载到窗口
        MainGame.window.blit(self.image, self.rect)

# 墙壁类
class Wall():
    def __init__(self):
        pass
    # 展示墙壁的方法
    def displayWall(self):
        pass

# 爆炸效果类
class Explode():
    def __init__(self):
        pass
    # 展示爆炸效果的方法
    def displayExplode(self):
        pass

# 音效类
class Music():
    def __init__(self):
        pass
    # 播放音乐
    def play(self):
        pass

if __name__ == "__main__":
    MainGame().startGame()
    #MainGame().getTextSuface()

C:\Users\wmx\PycharmProjects\tankedazhan\venv\Scripts\python.exe C:/Users/wmx/PycharmProjects/tankedazhan/tanke13.py

pygame 1.9.6

Hello from the pygame community. https://www.pygame.org/contribute.html

按下上键,坦克向上移动

按下左键,坦克向左移动

Traceback (most recent call last):

  File "C:/Users/wmx/PycharmProjects/tankedazhan/tanke13.py", line 302, in <module>

    MainGame().startGame()

  File "C:/Users/wmx/PycharmProjects/tankedazhan/tanke13.py", line 41, in startGame

    self.getEvent()

  File "C:/Users/wmx/PycharmProjects/tankedazhan/tanke13.py", line 134, in getEvent

    myBullet = Bullet(MainGame.my_tank)

  File "C:/Users/wmx/PycharmProjects/tankedazhan/tanke13.py", line 251, in __init__

    self.direction = tank.direction()

TypeError: 'str' object is not callable

发射子弹


Process finished with exit code 1

老师 这报错信息说我STR对象不可调用 我找了几遍没找到问题在哪

Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 2057楼

老师,我这段代码、遇到墙壁时、一直按这移动键、不能穿墙,但是一下一下移动、就可以穿过去,帮忙看看哪里出问题了。

# coding=utf-8
'''左上角文字绘制'''
import pygame,time,random
from pygame.sprite import Sprite

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
BG_COLOR = (225, 255, 255)
TEXT_COLOR = (255, 0, 0)


class BaseItem(Sprite):
    def __init__(self, color, width, height):
        # Call the parent class (Sprite) constructor
        pygame.sprite.Sprite.__init__(self)


# 游戏主循环
class MainGame:
    window = None
    my_tank = None
    # 存储敌方坦克列表
    enemyTankList = []
    enemyTankCount = 5
    myBulletList = []
    # 存储敌方坦克的列表
    enemyBulletList = []
    explodeList = []
    wallList=[]

    def __init__(self):
        pass

    # 开始游戏
    def startGame(self):
        """初始化窗口"""
        pygame.display.init()
        """设置窗口的标题"""
        pygame.display.set_caption('TANK WAR 1.0')
        """设置窗口大小以及显示"""
        MainGame.window = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        """初始化我方法坦克"""
        self.createMytank()
        MainGame.createEnemyTank(self)
        self.createWall()

        while True:
            self.getEvent()
            MainGame.window.fill(BG_COLOR)
            MainGame.window.blit(self.getTextSurface('敌方坦克%d' % len(MainGame.enemyTankList)), (10, 10))
            if MainGame.my_tank and MainGame.my_tank.live:
                MainGame.my_tank.displayTank()
            else:
                # 删除我方坦克
                del MainGame.my_tank
                MainGame.my_tank = None

            self.blitEnemyTank()
            self.blitMyBullet()
            # 循环遍历敌方子弹列表
            self.blitEnemyBullet()
            self.blitExplode()
            self.blitWall()

            if MainGame.my_tank and MainGame.my_tank.live:
                # 如果坦克的开关是开启、才可以移动
                if not MainGame.my_tank.stop:
                    MainGame.my_tank.move()
                    MainGame.my_tank.hitWall()

            pygame.display.update()
            time.sleep(0.02)

    def createEnemyTank(self):
        top = 100
        for i in range(MainGame.enemyTankCount):
            left = random.randint(0, 600)
            speed = random.randint(1, 4)
            enemy = EnemyTank(left, top, speed)
            MainGame.enemyTankList.append(enemy)

    def createMytank(self):
        MainGame.my_tank = Tank(350, 500)

    def blitEnemyTank(self):
        for enemyTank in MainGame.enemyTankList:
            if enemyTank.live:
                enemyTank.displayTank()
                enemyTank.randMove()
                enemyTank.hitWall()
                # 发射子弹
                enemyBullet = enemyTank.shot()
                if enemyBullet:
                    MainGame.enemyBulletList.append(enemyBullet)
            else:
                MainGame.enemyTankList.remove(enemyTank)

    def blitMyBullet(self):
        for myBullet in MainGame.myBulletList:
            if myBullet.live == True:
                myBullet.displayBullet()
                myBullet.move()
                myBullet.myBullet_hit_enemyTank()
                # 检测敌方子弹是否与墙壁碰撞
                myBullet.hitWall()
            else:
                MainGame.myBulletList.remove(myBullet)

    def blitEnemyBullet(self):
        for enemyBullet in MainGame.enemyBulletList:
            if enemyBullet.live:
                enemyBullet.displayBullet()
                enemyBullet.move()
                # 调用敌方坦克与我方坦克碰撞的方法
                enemyBullet.enemyBullet_hit_myTank()
                # 检测敌方子弹是否与墙壁碰撞
                enemyBullet.hitWall()

            else:
                MainGame.enemyBulletList.remove(enemyBullet)

    def blitExplode(self):
        for explode in MainGame.explodeList:
            if explode.live:
                explode.displayExplode()
            else:
                MainGame.explodeList.remove(explode)

    def createWall(self):
        for i in range(1,6):
            wall=Wall(i*120,220)
            MainGame.wallList.append(wall)

    def blitWall(self):
        for wall in MainGame.wallList:
            if wall.live:
                wall.display()
            else:
                MainGame.wallList.remove(wall)



    # 结束游戏
    def endGame(self):
        exit()

    def getTextSurface(self, text):
        pygame.font.init()
        """查看可用的字体"""
        # print(pygame.font.get_fonts())
        font = pygame.font.SysFont('kaiti', 18)
        textSurface = font.render(text, True, TEXT_COLOR)
        return textSurface

    def getEvent(self):
        eventList = pygame.event.get()
        for event in eventList:
            if event.type == pygame.QUIT:
                self.endGame()
            if event.type == pygame.KEYDOWN:
                if not MainGame.my_tank:
                    if event.key == pygame.K_ESCAPE:
                        MainGame.createMytank(self)

                if MainGame.my_tank and MainGame.my_tank.live:
                    if event.key == pygame.K_LEFT:
                        MainGame.my_tank.direction = 'L'
                        MainGame.my_tank.stop = False
                        MainGame.my_tank.move()
                    if event.key == pygame.K_RIGHT:
                        MainGame.my_tank.direction = 'R'
                        MainGame.my_tank.stop = False
                        MainGame.my_tank.move()
                    if event.key == pygame.K_UP:
                        MainGame.my_tank.direction = 'U'
                        MainGame.my_tank.stop = False
                        MainGame.my_tank.move()
                    if event.key == pygame.K_DOWN:
                        MainGame.my_tank.direction = 'D'
                        MainGame.my_tank.stop = False
                        MainGame.my_tank.move()
                    elif event.key == pygame.K_SPACE:
                        # 创建我方坦克的子弹
                        if len(MainGame.myBulletList) < 3:
                            my_bullet = Bullet(MainGame.my_tank)
                            MainGame.myBulletList.append(my_bullet)

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_UP or event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT or event.key == pygame.K_DOWN:
                    if MainGame.my_tank and MainGame.my_tank.live:
                        MainGame.my_tank.stop = True


# 坦克类
class Tank(BaseItem):

    # 添加距离左边left 距离上面top的距离
    def __init__(self, left, top):
        self.images = {'U': pygame.image.load('img/p1tankU.gif'),
                       'D': pygame.image.load('img/p1tankD.gif'),
                       'L': pygame.image.load('img/p1tankL.gif'),
                       'R': pygame.image.load('img/p1tankR.gif'),
                       }
        self.direction = 'U'
        # 根据当前图片的方法获取图片
        self.image = self.images[self.direction]
        # 根据图面获得矩形区域
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        self.speed = 10
        # 坦克移动的开关
        # 如果坦克的方向是开启、才可以移动
        self.stop = True
        self.live = True
        self.oldLeft=self.rect.left
        self.oldTop=self.rect.top

    # 移动
    def move(self):
        # 移动后记录原始坐标
        self.oldLeft = self.rect.left
        self.oldTop = self.rect.top

        # 判断坦克的方向进行移动
        if self.direction == 'L':
            if self.rect.left > 0:
                self.rect.left -= self.speed
        elif self.direction == 'U':
            if self.rect.top > 0:
                self.rect.top -= self.speed
        elif self.direction == 'R':
            if self.rect.left + self.rect.height < SCREEN_WIDTH:
                self.rect.left += self.speed
        elif self.direction == 'D':
            if self.rect.top + self.rect.height < SCREEN_HEIGHT:
                self.rect.top += self.speed

    # 射击
    def shot(self):
        return Bullet(self)
    def stay(self):
        self.rect.left=self.oldLeft
        self.rect.top=self.oldTop

    def hitWall(self):
        for wall in MainGame.wallList:
            if pygame.sprite.collide_rect(self,wall):
                self.stay()


    # 检测

    # 显示
    def displayTank(self):
        # 获取展示的对象
        self.image = self.images[self.direction]
        MainGame.window.blit(self.image, self.rect)


# 我方坦克
class MyTank(Tank):
    def __init__(self):
        pass


# 敌方坦克
class EnemyTank(Tank):
    def __init__(self, left, top, speed):
        super(EnemyTank, self).__init__(left, top)
        self.images = {
            'U': pygame.image.load('img/enemy1U.gif'),
            'D': pygame.image.load('img/enemy1D.gif'),
            'R': pygame.image.load('img/enemy1R.gif'),
            'L': pygame.image.load('img/enemy1L.gif'),
        }
        self.direction = self.randDirection()
        self.image = self.images[self.direction]
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        self.speed = speed
        self.flag = True
        self.step = 40

    def randDirection(self):
        num = random.randint(1, 4)
        if num == 1:
            return "U"
        elif num == 2:
            return "D"
        elif num == 3:
            return "L"
        elif num == 4:
            return "R"

    def randMove(self):
        if self.step <= 0:
            self.direction = self.randDirection()
            self.step = 40
        else:
            self.move()
            self.step -= 1

    def shot(self):
        # 随机生成100以内的数
        num = random.randint(1, 200)
        if num < 10:
            return Bullet(self)


# 射击类
class Bullet(BaseItem):
    def __init__(self, tank):

        # 加载图片
        self.image = pygame.image.load('img/enemymissile.gif')
        # 子弹的位置、子弹的方向和子弹的方向是一致的
        self.direction = tank.direction
        # 获取子弹的区域
        self.rect = self.image.get_rect()
        if self.direction == 'U':
            self.rect.left = tank.rect.left + tank.rect.width // 2 - self.rect.width // 2
            self.rect.top = tank.rect.top - self.rect.height
        elif self.direction == 'D':
            self.rect.left = tank.rect.left + tank.rect.width // 2 - self.rect.width // 2
            self.rect.top = tank.rect.top + tank.rect.height
        elif self.direction == 'L':
            self.rect.left = tank.rect.left - self.rect.width // 2 - self.rect.width // 2
            self.rect.top = tank.rect.top + tank.rect.width // 2 - self.rect.width // 2
        elif self.direction == 'R':
            self.rect.left = tank.rect.left + tank.rect.width
            self.rect.top = tank.rect.top + tank.rect.width // 2 - self.rect.width // 2
        # 子弹的速度
        self.speed = 15
        # 子弹的状态
        self.live = True

    # 移动方法
    def move(self):
        if self.direction == 'U':
            if self.rect.top > 0:
                self.rect.top -= self.speed
            else:
                self.live = False
        elif self.direction == 'R':
            if self.rect.left + self.rect.width < SCREEN_WIDTH:
                self.rect.left += self.speed
            else:
                self.live = False
        elif self.direction == 'L':
            if self.rect.left > 0:
                self.rect.left -= self.speed
            else:
                self.live = False
        elif self.direction == 'D':
            if self.rect.top + self.rect.height < SCREEN_HEIGHT:
                self.rect.top += self.speed
            else:
                self.live = False

    # 显示类
    def displayBullet(self):
        MainGame.window.blit(self.image, self.rect)

    def myBullet_hit_enemyTank(self):
        # 循环遍历敌方坦克列表、判断是否发生碰撞。
        for enemyTank in MainGame.enemyTankList:
            if pygame.sprite.collide_rect(enemyTank, self):
                # 修改敌方坦克和我方子弹的状态
                enemyTank.live = False
                self.live = False
                # 创建爆炸对象
                explode = Explode(enemyTank)
                MainGame.explodeList.append(explode)

    def enemyBullet_hit_myTank(self):
        if MainGame.my_tank and MainGame.my_tank.live:
            if pygame.sprite.collide_rect(MainGame.my_tank, self):
                # 产生爆炸对象
                explode = Explode(MainGame.my_tank)
                # 将爆炸对象添加到爆炸列表中
                MainGame.explodeList.append(explode)
                # 修改敌方子弹与我方坦克的状态
                self.live = False
                MainGame.my_tank.live = False

    def hitWall(self):
        for wall in MainGame.wallList:
            if pygame.sprite.collide_rect(self,wall):
                self.live = False
                wall.hp-=1
                if wall.hp == 0:
                    wall.live = False



# 墙壁类
class Wall:
    def __init__(self, left, top):
        self.image = pygame.image.load('img\steels.gif')
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        self.live = True
        self.hp = 3


    def display(self):
        MainGame.window.blit(self.image,self.rect)




# 爆炸类
class Explode:
    def __init__(self, tank):
        self.rect = tank.rect
        self.images = [
            pygame.image.load('img/blast0.gif'),
            pygame.image.load('img/blast1.gif'),
            pygame.image.load('img/blast2.gif'),
            pygame.image.load('img/blast3.gif'),
            pygame.image.load('img/blast4.gif'),
        ]

        self.step = 0
        self.image = self.images[self.step]
        self.live = True

    def displayExplode(self):
        if self.step < len(self.images):
            # 根据索引获取爆炸对象
            self.image = self.images[self.step]
            self.step += 1
            MainGame.window.blit(self.image, self.rect)
        else:
            # 修改或者的状态
            self.live = False


# 音效类
class Music:
    def __init__(self):
        pass

    def play(self):
        pass


if __name__ == '__main__':
    MainGame().startGame()
    # MainGame().getTextSurface()


Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 2060楼

from tkinter import *
class Application(Frame):
    def __init__(self,master=None):
        super().__init__(master)
        self.master = master
        self.pack()
        self.createWidget()
    def createWidget(self):
         btnText = (("MC","M+","M-","MR"),
                    ("C","+","/","x"),
                    (7,8,9,"-"),
                    (4,5,6,"+"),
                    (1,2,3,"="),
                    0,".")
         Entry(self).grid(row=0,column=0,columnapan=4,pady=10)
         for rindex,r in enumerate(btnText):
            for cindex,c in enumerate(r):
                if c == "=":
                    Button(self,text=c,width=2)\
                    .grid(row=rindex+1,column=cindex,rowspan=2,sticky=EW)
                elif c == 0:
                    Button(self, text=c, width=2) \
                        .grid(row=rindex+1, column=cindex, columnspan=2, sticky=EW)
                elif c == ".":
                    Button(self, text=c, width=2) \
                        .grid(row=rindex+1, column=cindex+1, sticky=EW)
                else:
                    Button(self, text=c, width=2) \
                        .grid(row=rindex+1, column=cindex,sticky=EW)



if __name__=="__main__":
    root = Tk()
    root.geometry("4000x200+200+200")
    app = Application(master=root)
    root.mainloop()

老师这个代码我找不出问题到底出在哪里

Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 2061楼
Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 2062楼
Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 2063楼

#coding=gbk
from tkinter.filedialog import *
from tkinter.colorchooser import *


class Appliction(Frame):
    def __init__(self,master=None):
        super().__init__(master)
        self.master=master
        self.pack()
        self.createwidget()
    def createwidget(self):
        drawpad=Canvas(root,width=900,height=450,bg='green')
        drawpad.pack()
        btn_start=Button(root,text='start',name="start",width=8).pack(side='left',padx=10)
        btn_pen=Button(root, text='pen', name="pen",width=8).pack(side='left', padx=10)
        btn_rect=Button(root, text='rect', name="rect", width=8).pack(side='left', padx=10)
        btn_clear=Button(root, text='clear', name="clear", width=8).pack(side='left', padx=10)
        btn_erasor=Button(root, text='erasor', name="erasor", width=8).pack(side='left', padx=10)
        btn_line=Button(root, text='line', name="line", width=8).pack(side='left', padx=10)
        btn_lineAR=Button(root, text='lineAR', name="lineAR", width=8).pack(side='left', padx=10)

        btn_pen.bind_class("Button","<1>",self.eventManager)
    def eventManager(self,event):
        nanme=event.widget.winfo_name()
        print(name)
        if name=="line":
            self.c1.drawpad('<B1-Motion>',self.drawline)
    def drawline(self,event):
        self.drawpad.create_line(x,y,event.x,event.y,fill='#ff0000')

if __name__=='__main__':
    root=Tk()
    root.geometry("900x500")
    root.title('event')
    app=Appliction(master=root)
    root.mainloop()

blob.png

老师为什么我没有bind_class这个属性

Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 2064楼

课程分类

百战程序员微信公众号

百战程序员微信小程序

©2014-2025百战汇智(北京)科技有限公司 All Rights Reserved 北京亦庄经济开发区科创十四街 赛蒂国际工业园
网站维护:百战汇智(北京)科技有限公司
京公网安备 11011402011233号    京ICP备18060230号-3    营业执照    经营许可证:京B2-20212637